Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)

FrogReaver

As long as i get to be the frog
Interesting observation. By "improvising plans" I was referring to the 10th level ability (in whatever form it ends up in). But you're right: the core of the class is reaction/opportunism, not planning. I've been thinking of them as the same thing, which is noticing important details and then "seeing ahead" a few moves. The combat reactions just happen on a much shorter time scale.

But maybe they're not so similar?

Boils down to how you create a see ahead type mechanic that's not solely dependent on player skill.

I think yours gets there. You are reacting. But you are able to do so because your plan.
 

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Wednesday Boy

The Nerd WhoFell to Earth
If you wanted to reduce MAD, you could go the 4E direction and factor Int into AC with the narrative that this character reads enemies and situations faster, so can react faster.

I get the mechanical rationale for encouraging keeping some hands free but narratively it's a little off for some of them (Press the Attack, Reposition, Bait and Switch, Bolster Resolve, Skirmish).
 

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Guest 6801328

Guest
I'm leaning toward making a few of the reactions have a requirement, and only one reaction for each requirement. Examples:

To apply Dis/Advantage to a Dexterity save you must have one hand free (to shove)

To shoot a missile out of the air you must have a ranged weapon equipped (any ranged weapon? or one with a greater range than the one you're shooting?)

To give an ally a re-roll on a Wisdom saving throw you must have Intelligence of 13 or greater.

(Probably don't need one for Shield because anybody who wants to use a Shield can always take the Shield Master feat.)

So the million dollar question is: does this actually add anything to the class, in terms of making it either more balanced or more fun? Or is it just feature creep?
 

I'm leaning toward making a few of the reactions have a requirement, and only one reaction for each requirement. Examples:

To apply Dis/Advantage to a Dexterity save you must have one hand free (to shove)
If you want to just shove someone, you don't need a free hand. If you need to pull them or move them with more precision, then free hands become important.

To shoot a missile out of the air you must have a ranged weapon equipped (any ranged weapon? or one with a greater range than the one you're shooting?)
I'd suggest "If the target is within the Short Range of a weapon that you are holding". This allows thrown weapons to be used, and even improvised if you're near enough. Given we're talking about drawing, nocking, pulling and releasing an arrow in the space of another arrow's flight, I don't think that the range of the weapon used is important as long as its enough to reach.

To give an ally a re-roll on a Wisdom saving throw you must have Intelligence of 13 or greater.
I'd say Charisma. Its a pep-talk that inspires them to try to break free, so would rely more on your persuasiveness than memory.
 

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Guest 6801328

Guest
I'd say Charisma. Its a pep-talk that inspires them to try to break free, so would rely more on your persuasiveness than memory.

Huh. I was thinking more reason/logic, combined with acquired knowledge about tricks for breaking out of various spells. "Bill: you've been charmed by a spell. I know he seems like a nice guy, but look at him: he is 12' tall and has fire coming out of his nostrils. He is not your friend."
 

mellored

Legend
As written its not improvising plans at all. Its abilities are based around reacting to events happening around them rather than directing them.

The class is an Opportunist, not a planner. As such, Int is fairly unnecessary.
Wis might fit thematically. (You would have thought that Dex would be important, but the ability to act before your initiative comes up means that paradoxically, fast reactions are actually less necessary for the class than other fighters.

I'd suggest that free hand bonuses be looked at again: it might make thematic sense that you need a free hand to pull someone (as opposed to shoving them), but the idea of messing with an armed opponent being easier when unarmed is counterintuitive to say the least.
All good points.

I get the mechanical rationale for encouraging keeping some hands free but narratively it's a little off for some of them (Press the Attack, Reposition, Bait and Switch, Bolster Resolve, Skirmish).
Yea. I retract my support for 1-free hand.


New idea. Or rather, back to Elfchrusers origional idea of using armor.

At 3rd level you excel at adapting opportunistically to changes in the battlefield, but it requires you to be unencumbered: If you are wearing medium armor, you can trade one attack on your next turn to take an extra reaction. If you are wearing light armor, and have multi-attack, you may trade as many reactions as you have attacks. If you gain an extra reactoin, you can only use your action on your next turn to take the attack action on your turn, even if you have no attacks remaining.

*This only applies to the 1:1 trade. Heavy armor can use 1 contingencies with their normal reaction, plus the bonus action one at level 15. So you can have your 2-handed warlord, but they mostly attack themselves.
*Some contingencies have a 13 Int/Wis/Cha prerequisit.
 

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Guest 6801328

Guest
My feeling is that restricting bonus movement to those with Medium armor or lighter at level 7 will be sufficient to keep Bravuras* out of heavy armor.

So, yeah, they get to weary heavy armor levels 1 to 7. That's ok. It gets most powerful when they can start moving in order to take reactions. And it's the most...logical. We could get fancy and have tiers of movement with various armor levels, but I think it's sufficient to force them to choose between stacking Dex or taking a -2 AP penalty. (The abolition of the rapier...curse it's very name!...would make the choices even more interesting.)

*Bravurae? Or is the exclamation point part of the name? "Bravurae!(tm)"
 

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Guest 6801328

Guest
Combining my original reaction, plus idea above, two separate reactions:

1) When an area spell is cast, as a reaction you may Shove a creature within 5', provided that you are able to do so in a direction that will cross into or out of the spells area of effect. If successful the creature must make the saving throw with Advantage. The creature may choose to not contest the shove.

2) When an area spell is cast and you are in the area affected, as a reaction you may use your Reaction at a Distance movement. If your final location is outside of the spell's area you get Advantage on the Saving throw.

#1 is kind of subtle: you can shove a creature who would not have been affected INTO the spell, but it still gets Advantage, or you can shove a creature who would not have been affected OUT of the spell, in which case it also gets Advantage. It also keys off of Strength, but that doesn't have to be explicit because it's part of the Shove action.
 

mellored

Legend
My feeling is that restricting bonus movement to those with Medium armor or lighter at level 7 will be sufficient to keep Bravuras* out of heavy armor.

So, yeah, they get to weary heavy armor levels 1 to 7. That's ok. It gets most powerful when they can start moving in order to take reactions. And it's the most...logical. We could get fancy and have tiers of movement with various armor levels, but I think it's sufficient to force them to choose between stacking Dex or taking a -2 AP penalty. (The abolition of the rapier...curse it's very name!...would make the choices even more interesting.)
IMO: if we could keep heavy as an option, without too much complexity it would be better.
And if you get less reactions, you get less movement. So letting heavy move during his 1 reaction seems fine.
Also, I think we could eliminate the movement counting. (Maybe)

So....
Suggestion Round up v5

Poetry in Motion.
At 3rd level, you excel at adapting opportunistically to changes in the battlefield, but it requires you to be unencumbered: If you are wearing medium armor, you can trade one attack on your next turn to take an extra reaction. If you are wearing light armor, and have multi-attack, you may trade as many reactions as you have attacks. If you use this feature to gain a reaction, you can only use your action on your next turn to take the attack action on your turn, even if you have no attacks remaining. You can only use 1 reaction per trigger.

Contingencies
At 3rd level, you can use your reaction to take the Help action. In addition, you can choose 2 reactions from the following list. You gain an additional choice at levels 7, 10, 15, and 18. Additionally, when you gain a level in this class, you can choose one of the reactions you know and replace it with another from the list.

Reaction at a Distance
At 7th level you can move as part of your reactions. When a reaction requires you to be 5’ closer than you are, you can move up to 5’ in order to be within range. This increases to 10' at level 10, and 15' at level 18.
In addition, your rapid movements make it difficult for creatures to hit you. Creatures have disavantage to hit you with oppertunity attacks.

So Crazy It Just Might Work
By 10th level your ability to improvise under pressure is unparalleled. You can spend either 1 action or 1 minute forming a plan. Choose a simple goal, and select a number of creatures (including you) up to half your Bravurae!(tm) level. They gain advantage on their next skil check to acomplish that goal. If you used an action, this bonus lasts for 1 minute. If you planned for 1 minute, it last for 10 minutes.

Overreaction
At 15th level, gain 1 additional reaction each turn.

Endgame
At 18th level, your ability to react in the face of death is nearly supernatural. When you or another creature within 30’ of you goes to zero HP or dies, you can use a reaction to force any d20 die to be either a 2 or a 19, potentially avoid death. Once you use this ability you cannot use it again until you have finished a long rest.


Contingencies

Press the Attack (Prerequisit 13 Int)
When an ally makes a weapon attack against an enemy within 5’ of you, as a reaction you can let the ally make an additional attack against the target as a bonus action. If the attack hits, it deals 1d6 extra damage.

Counter Arrow
If you are wielding a ranged or thrown weapon, and a ranged attack or damaging spell that travels within short range, your reaction to intercept the attack in mid-air. Reduce the attack's or spells damage by half your Bravurae!(tm) level . If this reduces the damage to 0, the attack misses, or spell fizzles.

Explosive Dive
When you are targeted by Area of Effect, you can use your reaction to move up to half your speed and take 1 willing creature within reach along with you, potentially escaping the zone. You are the creature prone to this movement.

First Aid: (Prerequisite 13 Wis)
When an ally takes damage, and you have a healing kit, you quickly run over and slap on a bandage before their insides become outsides. They can spend half their maximum hit dice (or any remaining if they have less than half), and immediately regain those hit points. For each die spent, they gain additional hit points equal to your proficency bonus. If the target was reduced to 0 HP, they can immidately stand up.

Timely Shove (Prerequisite 13 Str)
When a creature within 5' moves, you either give them a friendly shove to increase their movement by 10', or hamper them to reduce their movement by 10'.

Reposition
When a creature within 10’ moves, you can use your reaction to move, up to half your speed without provoking an opportunity attack.

Bait and Switch
When an enemy makes an Attack of Opportunity against you, as a reaction you may lure that enemy into overextending itself. It provokes an opportunity attack form each other creature within 5' of it except you.

Bolster Resolve (Prerequisite 13 Cha)
When an ally within 15’ makes a Wisdom or Charisma Saving Throw, you can use your reaction to give them advantage. You must be able to speak and the ally must be able to hear you.

Adjust Reaction
When a creature within 5’ is the target of a spell that requires a Dexterity Saving Throw, you may use your reaction to either grant Advantage or impose Disadvantage on the saving throw.

Skirmish
When an ally provokes an Attack of Opportunity from an enemy within 5’, use your reaction to prevent the attack.
 
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mellored

Legend
#1 is kind of subtle: you can shove a creature who would not have been affected INTO the spell, but it still gets Advantage, or you can shove a creature who would not have been affected OUT of the spell, in which case it also gets Advantage. It also keys off of Strength, but that doesn't have to be explicit because it's part of the Shove action.
That's a good idea.

I had full save since shoving people out of fireballs is niche. But a more generalized version would be better.
Maybe just a generic shove?

Timely Shove: (Prerequisite 13 Str)
When a creature moves, attacks, or casts a spell, you can use your reaction to take the Shove action. Creatures may choose not to contest the shove.

And a more generic explosive dive.
Explosive Dive:
When you are targeted by an attack or succeed on a Dexterity saving throw, you can move up to half your speed, without provoking an Opportunity attack, and land prone at the end of this movement. This movement can potentially get you out of range, causing the attack or effect to be wasted.
 

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